Quote Originally Posted by Mayhemmer View Post
I wish there was unified, vocal outcry against this line of thinking, but whether it's what players want or not, they seem to have made up their mind that this is how they want to approach job design. Ever-increasing number of shiny new one-use skills with zero kit interactivity first, and actual developed and deep kits with lots of interactivity second never. It needs to stop.
Speaking of DoTs specifically, with the ever increasing number of effects that are applied to enemies it is becoming more common to hit the hard limit of effects allowed in an NPC. Meaning if you have a job that is relying on DoTs for its DPS, either from the DoTs themselves or their interaction with other parts of the kit, and those DoTs cannot land because of this limit then you have a job that is nearly useless. This will lead to situations where if players know a certain trail is in danger of hitting the limit, this DoT job will be black listed for not being able to perform.